{"title":"用于虚拟现实体验的便携式实时角色平台","authors":"Helge Mathee, Bernhard Haux","doi":"10.1145/2947688.2947694","DOIUrl":null,"url":null,"abstract":"In this presentation we describe a work-in-progress approach to a portable character animation pipeline for real-time scenarios that can dramatically reduce iteration time and also increase character quality and flexibility. Simply put, it is a What You Rig and Animate (in the DCC app) is What You Get (in the VR experience) approach. Our implementation involves using the python-based Kraken tool to generate a rig that can run in Autodesk Maya® and also a version that can be executed by Fabric Engine within Unreal Engine®. By essentially running the same full rig both in Maya and Unreal, we are able to maintain film-quality characters that keep the same richness and animation control. Portable characters have their rigs defined in a way that allows them to run in any environment while maintaining the full flexibility and functionality of the original control and deformation rig, which in turn allows for artistic intent to be preserved at all stages.","PeriodicalId":309834,"journal":{"name":"Proceedings of the 2016 Symposium on Digital Production","volume":"95 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Portable real-time character rigs for virtual reality experiences\",\"authors\":\"Helge Mathee, Bernhard Haux\",\"doi\":\"10.1145/2947688.2947694\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this presentation we describe a work-in-progress approach to a portable character animation pipeline for real-time scenarios that can dramatically reduce iteration time and also increase character quality and flexibility. Simply put, it is a What You Rig and Animate (in the DCC app) is What You Get (in the VR experience) approach. Our implementation involves using the python-based Kraken tool to generate a rig that can run in Autodesk Maya® and also a version that can be executed by Fabric Engine within Unreal Engine®. By essentially running the same full rig both in Maya and Unreal, we are able to maintain film-quality characters that keep the same richness and animation control. Portable characters have their rigs defined in a way that allows them to run in any environment while maintaining the full flexibility and functionality of the original control and deformation rig, which in turn allows for artistic intent to be preserved at all stages.\",\"PeriodicalId\":309834,\"journal\":{\"name\":\"Proceedings of the 2016 Symposium on Digital Production\",\"volume\":\"95 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-07-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2016 Symposium on Digital Production\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2947688.2947694\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2016 Symposium on Digital Production","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2947688.2947694","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Portable real-time character rigs for virtual reality experiences
In this presentation we describe a work-in-progress approach to a portable character animation pipeline for real-time scenarios that can dramatically reduce iteration time and also increase character quality and flexibility. Simply put, it is a What You Rig and Animate (in the DCC app) is What You Get (in the VR experience) approach. Our implementation involves using the python-based Kraken tool to generate a rig that can run in Autodesk Maya® and also a version that can be executed by Fabric Engine within Unreal Engine®. By essentially running the same full rig both in Maya and Unreal, we are able to maintain film-quality characters that keep the same richness and animation control. Portable characters have their rigs defined in a way that allows them to run in any environment while maintaining the full flexibility and functionality of the original control and deformation rig, which in turn allows for artistic intent to be preserved at all stages.